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Скачать торрент Prison Architect + DLC (Introversion Software) (Rus/Eng|Multi18) [L] - GOG (upd. 06.08.2021 г.)

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Арт33

post 17-Янв-17 19:28

Обновлено Update 11f

добавлено спустя 1 минуту:

http://store.steampowered.com/news/?appids=233450

Арт33

post 25-Июн-17 15:12 (спустя 5 месяцев 7 дней)

Update 12a (22 June 2017)
► ChangeLog

Код:

Update 12a (22 June 2017)
Staff Needs (continued)

New staff break behaviour
Staff will now take a break when they feel they need to, providing there are enough guards idling
No more than 10% of your staff will take a break at any time
Staff will stay on their break until their needs are taken care of, but will give up eventually if nothing is available
Fixes to staff needs provisions:

Staff Rooms and Staff Canteens are now assigned a nearby kitchen in the Food Logistics view, just like any normal Canteen.
Chefs from that chosen kitchen will handle stacking and cleaning food trays.
The assigned kitchen can be overridden manually as normal.
More food trays and staff meals will be ordered automatically when you have staff needs enabled
Stopped chefs from stacking dirty food trays with stacks that were miles away in a different canteen
Fixed tons of issues with staff not using providers when on their breaks
Fixed serious issues with food trays not been cleaned and replaced when in staff canteens
The staff tooltip widget in the top bar now shows ALL guard types, including dog handlers, snipers and armed guards
Staff Morale

Affected by happy staff versus unhappy staff,
Affected by long term staff deaths
Affected by currently injured
Affected by salary
Staff wages

Upkeep now specified in materials.txt
Pay rises possible from Policy screen
Staff will go on strike if morale falls to 0%, and demand a large pay rise to return to work
Chefs/Gardeners/Janitors now have needs
Tunnel searching

You can now issue the command 'search for tunnels' from any cell toilet.
This will search all toilets in the block for escape tunnels.
3d mode improved

The following will be suspended during riots, or during staff strikes:

Delivery of daily supplies
Garbage collection
Exports collection
Prisoner intake
Collection of dead bodies
Weather (continued)

New weather icon in top toolbar
'Overcast' visual effect now only applies to outdoors (which will look greyed out)
'Heatwave' visual effect only applies to outdoors (which will look very bright)
Rebalanced all weather probabilities, making 'clear skies' more common, rain/overcast/snow less common
Weather now has a chance to change every 12 hours (previously 24 hours)
BUG FIXES

Fixed : Riot Guards refused to fight when in prisoner controlled sectors
Fixed : Emergency staff sometimes "fell" out of their vehicle long before it arrived at the Deliveries zone
Fixed : All new prisoners are not assigned parole times properly. This remains the case until save/reload.
Fixed : Added pages to CI menu to prevent it running off the screen
MORE BUG FIXES

0011379: [Save & Load] Prisoner Needs Table in savegame are stored twice (lim_ak)
0011173: [Control & User Interface] Japanese Text not wrapping (lim_ak)
0011346: [AI & Behaviour] Staff Canteen starved of trays (Chris)
0011393: [AI & Behaviour] Riot police got stuck in riot zone (Chris)
0011402: [AI & Behaviour] Staff not eating meals, staff canteens not used (Chris)
0011369: [AI & Behaviour] Security won't eat (Chris)
0010925: [AI & Behaviour] Riot guards refuse to move (Chris)
0011371: [AI & Behaviour] Armed Guards don't move (Chris)
0011394: [AI & Behaviour] Staff Meals improperly distributed (Chris)
0011364: [AI & Behaviour] Riot guards instantly leave Riot van when they arrive (Chris)
Update 11F (17th January 2017)
Guards whose needs are not being met were beating up the prisoners. This can still happen, but it should happen much more rarely now.
Extras | Map Settings dialog will now allow Staff Needs to be enabled if you already have enabled everything else.

Арт33

post 20-Дек-17 18:37 (спустя 5 месяцев 25 дней)

updated to latest version v13f_(17245)
► Changelog

Код:

Update 13f (20th December 2017)
Warden Mode
You can now play as the warden inside the prison you are building! Enable this from a new option in the New Prison screen. Most of the user interface is the same, but you can also walk around using the WASD keys (and shift to sprint) You can press TAB to toggle to Action mode. From here you can control the equipment you are carrying, and recruit body guards. Try not to get attacked by your unruly prisoners! But if you do, you will be taken care of by your medical staff.
Fog of war: You cannot see around corners, so be careful. The one exception is that you CAN see through any CCTV cameras you have installed.
Arm yourself
You can pick up objects commonly found in each room to protect yourself. Think a knife from the kitchen or a taser from the armoury.
You can collect body armour from the armoury for some extra protection.
You cannot simply attack prisoners without provocation. But if you are attacked you are free to defend yourself.
Protection Squad
Recruit guards to your personal protection squad by right clicking on them from the Action interface (tab)
These guards will follow you around and protect you from any unruly prisoners.
Bodyguards don't come cheap. They will add a significant cost to your daily upkeep.
Permadeath
Play in Permadeath mode and you will have to rely on the security and medical infrastructure of your prison even more.
If you die in Permadeath mode that's it, Game Over.
Floor Signage
New tools are available in the Deployment menu to provide floor signage for Prisoners and everyone else
Floor Signage provides a way for you to give hints to people as to which way they should travel around your prison. People tend to follow the directions unless a much easier/shorter route is available.
Misbehaving prisoners, doctors on the way to heal someone, and all type of Emergency callout units ignore the floor signage. Everyone will also ignore the directions if there is a riot occuring.
To paint lines, simply select one of the new tools, and left-click and drag in the direction you want people to go. Right-click and drag to remove paint.
New Attract screen
The game now opens with a new attract screen, slowly panning around your recent saved prisons (or the bundled prisons if you have no saves). Press any key or click the mouse to bring up the Main Menu. This should be a better first screen than simply being dumped on a new empty plot of land.
Modding
Script Debugger Window
Added: When highlighting a scripted object in the script drop down menu, the camera will now move to that object to help see which script will be selected.
Fixed: Script names were hard to make sense of. Names in the drop down menu are now a lot shorter and easier to discern.
Fixed: The window wouldn't correctly open to the selected scripted object, or to a scripted object that threw an error.
Allowed more object variables to be used by scripts.
Balance changes
Removed the cap of 20 prisoners working in a single large room at a time. The new cap is 100.
Prisoners have received a boost to their academic skill rating based on their security category. This means it is slightly easier to have prisoners pass the education programs.
The Foundation Education and General Education reform programs have had the number of sessions halved from 10 and 20 to 5 and 10 respectively.
The Library now requires a certain academic skill rating rather than specifically requiring the Foundation Education program. This makes the Library usable sooner.
Added a new need, Luxuries, which is satisfied by goods sold in the shop. Prisoners who have satisfied this need are less likely to cause trouble.
You now gain a commision from goods sold in your shop. At the end of each day, you'll receive a bonus payment based on how many goods were sold in your shop.
Prisoners who go too long without being assigned to a cell will now have a marker pointing to them for easy identification.
You can now end all punishments on a prisoner from their rapsheet, not just permanent ones.
Bug Fixes
Fixed an issue causing Workmen to regularly move shop goods back and forth between the Shop and Storage.
Fixed: Dogs of fired handlers would occassionally maul some unsuspecting prisoner to death for no reason. Bad dog!
Fixed: Number of staff resting with staff needs enabled is now updated correctly
Fixed: Some objective markers for non-English languages appearing in English, they will now be translated correctly
Fixed: Sectorisation of mixed regular and family cell blocks will no longer split the regular cells into separate sectors.
011500: [Other] No French label for "missing access to canteen" (John)
011498: [Other] French translation error in the first campaign (John)
007501: [AI & Behaviour] Addictions cannot be removed. (PROVED) (Icepick)
011494: [AI & Behaviour] Work/Lockdup and Work/Free time FREEDOM problem (Icepick)
011486: [AI & Behaviour] Staff Not Addressing "Rest" Need on Breaks (Icepick)
011482: [AI & Behaviour] Staff Need Bug (Icepick)
011324: [Gameplay] Staff Canteen Does Not Have Trays and Staff Cannot Eat (Icepick)
011151: [Control & User Interface] The new script debugger is not quite useful (elDiablo)
010989: [Gameplay] Guard Dogs Kill When Fired (Icepick)
010469: [Mod System] Command Bar only allows one command before breaking. (elDiablo)
011480: [Mod System] entity.DeathType, .MurderWeapon and .MurdererType not accessible (elDiablo)
008737: [Control & User Interface] Unable to end temporary punishments (Icepick)
011509: [Gameplay] Mothers tunneling out of their prison (Icepick)
011508: [Gameplay] Prisoners sometimes route outside without misbehaving the prison letting them escape (Icepick)
011505: [Control & User Interface] Number of resting staff members is not adequatly updated (lim_ak)
011499: [Other] No French label for "Capacitor" (lim_ak)
011474: [Graphics] Sprite misalignment in 64 bit version (lim_ak)

Арт33

post 02-Июл-18 22:03 (спустя 6 месяцев)

Update 14k (02 July 2018)
► Changelog

Код:

Update 14k (02 July 2018)
Wall climbing escape attempts
Rope escapes
A new contraband item has been added to the game, an improvised rope made from prisoner uniforms. Prisoners working in the laundry will sometimes steal 5 uniforms in an attempt to make a rope. As with all contraband items, it can be stashed or traded. Prisoners attempting to escape that have a rope will go grab it and then head to the nearest outside wall. When there, they will throw the rope onto the wall allowing them to pass over it.

More importantly, other prisoners will also use the rope in their escapes attempts. You will have to tell a Workman to dump the rope to remove it from the wall.

Strong prisoners can now escape by climbing over fences.
Roll Call
You can now request a 'Roll Call' at night.
This wakes up all prisoners and forces them to stand in their cell doorway.
Obviously prisoners just looove being forced to do this at 3am in the morning.
Any prisoners who happen to be tunnelling at the time of the roll call will show up late, giving away their plans.
Guards will notice this if nearby, but the vigilant player should keep his own eye out.
Graphs and stat tracking
You can now view graphs plotting various pieces of data over the life time of your prison
You can compare changes over time by displaying two stats on the same graph

Mod Support (continued)
Better Entity modding
Modded entities can now have DefaultBehaviour and/or StaffNeed properties.
DefaultBehaviour gives modded entities basic behaviour that all entities in the game have. They can accept jobs from the jobs.txt file, hang out in a certain type of room (if this is set with the HangOutRoom option), go get healed from a doctor if injured, and go to a staff room when tired.
StaffNeeds gives any modded Staff entity (Properties Staff) the same needs system as regular staff, on any map that guards and workmen get.
Modded Staff entities now appear in the Staff reports window under "Other", if any modded staff types exist.

Fixed: Adding an interface element would add it to the currently selected object's window, rather than just the scripted object's window.
Fixed: If a scripted object made more than one custom job (via CreateJob) then we would fail to stop duplicates of that job.
Fixed: Jobs are removed from an object when it is destroyed (Mantis #11595).
Added: Modded jobs will now additively load in worker types. The first loaded job (based on mod order) will still define all properties of the job (JobTime, Tool, Material, etc.), but subsequently loaded jobs with the same name will add in their worker types.
Added: CancelJob function for scripted objects. Used to cancel a custom job created on an object (Mantis #11596).
Bug Fixes
0011602: [Control & User Interface] missing tooltip for needs_help_StaffWarmth (John)
0011546: [Mod System] Funky stuff with entity.DeathType (elDiablo)
0007558: [Mod System] GetProperty() on needs doesn't work (elDiablo)
0011595: [Mod System] Created jobs on objects still exist when object gets deleted (elDiablo)
0011596: [Mod System] Please implement Object.CancelJob() to be able to cancel jobs created with Object.CreateJob() (elDiablo)
0011593: [Gameplay] Cannot schedule programs with requirements fulfilled (lim_ak)
0011555: [Mod System] CTD on save button with these mods combined (John)
0011446: [Save & Load] Crash on save with std::bad_alloc exception (lim_ak)
0011589: [Gameplay] When I have a gun in Warden Mode and try to shoot a prisoner who is attacking me, the gun only works at point-blank range. (lim_ak)
0011585: [Save & Load] Crash on save with 64bit Steam version (13j) (John)
0011584: [Save & Load] 64Bit Steam version will crash upon start when trying to load a prison for the Attract screen (John)
0011591: [Mod System] When a script adds custom buttons to an object, those buttons will appear on any object which is currently selected (elDiablo)
0011553: [Control & User Interface] Cannot buy land expansions in warden mode due to it being out of reach (lim_ak)
0011551: [AI & Behaviour] Spots that are "Too Dangerous" remain forever, blocking all jobs from completing in that area. (lim_ak)
0011563: [Control & User Interface] Hovering over death notification causes the camera to judder in Warden Mode (lim_ak)
0011570: [Control & User Interface] If sniper is interrupted during aiming, the laser is stuck on sniper/target (John)
0011556: [AI & Behaviour] When dog is tired, his guard is still saying "Patrolling" (lim_ak)
0011578: [Gameplay] Prisoners don't work in the Kitchen with specific Regime Settings (John)
0010971: [Control & User Interface] Zoom to mouse using keyboard (lim_ak)
0011569: [Control & User Interface] pickpocket rep does not have tooltip/description (lim_ak)
0010948: [AI & Behaviour] Death Row Inmates don't turn up on the intake bus when they are scheduled (lim_ak)
0011300: [Mod System] Default spritebank has incorrect marker coordinates that interfer with mods. (lim_ak)
0011583: [Gameplay] Unable to end punishments (lim_ak)
0011518: [Control & User Interface] Provide option in preferences.txt to prevent the new intro screen (John)
0011574: [AI & Behaviour] On high-dpi screens, execution report spills outside dialog (John)
0011564: [Mod System] Custom sound files in mods will cause CTD (John)
0011526: [Control & User Interface] Samuel Norton achievement from just watching the intro screen. (lim_ak)
0011534: [Save & Load] Game crashes when loading a save that moved from an upper save being deleted (lim_ak)

Madgan

post 02-Июл-18 22:17 (спустя 13 минут)

в RimWorld точно такие же модельки персов)))

Арт33

post 09-Авг-18 15:03 (спустя 1 месяц 6 дней)

Код:

Update 15b (07 August 2018)
Vehicle Hijacking
Certain types of prisoners are now able to hijack trucks on the road. If they are crossing the road and see a truck left idle, they will attempt to get in and drive it off (beating up the poor driver if he happens to be inside at the time). Regular old road gates won't stop a speeding truck.
Stolen trucks can be stopped either using the new Road Barrier object (a sturdy metal gate that only closes during Lockdown), or by having armed guards nearby to stop any stolen vehicles.
Rope escapes (continued).
You can now build barbed wire on the top of any external walls. Escaping prisoners will try and avoid barbed wire if they can, but will still climb over it if they really want to escape. It's sharp and painful though, and will harm prisoners who try and climb it. Find it in the objects build list.
Tree escapes
Prisoners will now climb on fully grown trees to jump over an adjacent wall. They can use this to avoid barbed wire, but can be knocked down off of the tree by a nearby guard as with all other climbing.
Bug Fixes
0011627: [Gameplay] Insane temperatures after fire (Icepick)
0011586: [Gameplay] Dog Handler does not stop employees when they carry contraband (Icepick)
0011610: [Performance] Game crashes when receiving minimum and medium security prisoners (Icepick)
0011642: [AI & Behaviour] ZE ROLL CALL!!11!! and dormitories have issues (Icepick)
0011624: [Mod System] Crash in DataRegistry::LuaFindDataRegistry, DataRegistry::LuaSetter (John)
Timelapse video recording refactored, crash on shutdown fixed.
Script Debugger crash fix.
Objects with BuiltOnWalls property (e.g. Windows, Barbed Wire) no longer cast shadows.

andikirov

post 09-Авг-18 15:29 (спустя 25 минут)

А есть компания с целями на прохождение или полная песочница?

ILaiT

post 09-Авг-18 15:39 (спустя 10 минут)

Ц andikirov писал(а):

А есть компания с целями на прохождение или полная песочница?
Да, она с обучением совмещена.

Арт33

post 22-Сен-19 20:20 (спустя 1 год 1 месяц)

pic

https://steamcommunity.com/games/233450/announcemen...6905151748536414

post 21-Ноя-19 19:59 (спустя 1 месяц 28 дней)

Топик был перенесен из форума Стратегии в форум Горячие Новинки


Арт33
 

Арт33

post 21-Ноя-19 20:15 (спустя 1 месяц 28 дней)

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Prison Architect - Psych Ward: Warden's Edition

Встречайте дополнение Psych Ward — постройте свою лечебницу!
Оживите свою тюрьму с новым видом заключенных — преступниками на принудительном лечении. Дополнение Psych Ward позволит вам добавить в свою тюрьму все самое лучшее и подготовиться к прибытию этих непредсказуемых заключенных.
Ключевые особенности
Смягчающие обстоятельства:
новые заключенные ведут себя непредсказуемо, требуют особого ухода и обладают отличной от обычных заключенных репутацией — различными характеристиками, о которых стоит помнить при постройке тюрьмы. И только вам решать, заселить их с обычными заключенными или закрыть в изоляторах!
Мозгоправы:
любой тюремной лечебнице не обойтись без команды психиатров и специально обученных санитаров, чтобы держать все под контролем. Этот полезный персонал успокоит буйных или достанет смирительные рубашки, когда дело примет серьезный оборот.
Справка от врача:
постройте кабинет психиатра, где заключенные будут проходить терапию. Улучшайте качество лечения с помощью кожаной мебели, аптечек и тестов Роршаха.
Это заразно:
обращайтесь со своими заключенными как следует. Чрезмерное подавление или наказание может негативно сказаться на их психическом здоровье.
Мягкие стены:
в Psych Ward: Warden’s Edition появляются особые изоляторы с мягкими стенами, а также множество новых объектов и материалов для пола и стен, которые сделают вашу тюрьму еще более уникальной. Все это позволит построить целую тюремную лечебницу без особого труда.
Орудия труда:
теперь ваши заключенные — или вы сами в режиме побега — смогут красть новые виды контрабанды: дозы адреналина, авторучки и золотые карманные часы.

https://www.gog.com/game/prison_architect_psych_ward_wardens_edition

Арт33

post 04-Июл-20 07:38 (спустя 7 месяцев)

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Внимание всем начальникам тюрем! Заключенные готовы к переводу на новое место!
Трансфер заключенных
Теперь вы можете переводить арестантов из одного сектора (или крыла) в другой. Требования для трансфера в сектор с пониженным уровнем безопасности вы определяете сами.
Особые привилегии
Привилегии зависят от уровня безопасности сектора, что побуждает заключенных добиваться перевода. Арестанты в зонах повышенной безопасности могут видеть привилегии тех, кто находится в секторах с пониженным уровнем безопасности.
Классификация помещений
Теперь дворы, аудитории, комнаты отдыха и спортзалы тоже можно сортировать по уровню комфорта.
Нестандартная настройка безопасности
Вы можете создавать зоны с нестандартным уровнем безопасности, куда могут попасть заключенные из разных категорий риска.
Новые действия и расширение возможностей
Теперь вы можете устраивать обыски и поиски подкопов, а также изолировать секторы с определенным уровнем безопасности.

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Prison Architect: Island Bound расширит ваши возможности по строительству и управлению тюрьмой. Вас ждут вертолеты, корабли и много-много воды.

Ключевые особенности:
По морю и по воздуху
оптимизируйте логистику и доставляйте необходимые товары и арестантов прямо к тюремным корпусам с помощью паромов и вертолетов. Правда, многочисленные пункты приема упрощают и ввоз контрабанды.
Звено за звеном
оптимизируйте работу комплекса, назначив каждой пристани, посадочной площадке и дороге свой канал поставок. Для каждого пункта доставки в комплексе можно выбрать доступные услуги.
Безопасность на максимум
обыскивать доставки и заключенных на входе в тюрьму и на пунктах проверки станет проще. Кроме того, если ситуация выйдет из-под контроля, можно вызвать группы экстренного реагирования.
Жизнь на острове
более 15 вариантов водных поверхностей и объектов для вашего острова. Окружите тюремный комплекс рвами, реками и озерами — и для безопасности, и для красоты, ведь подводить к нему дороги не требуется!
Рок
управляйте самой известной в мире тюрьмой на специально подготовленных картах Алькатраса и одноименного острова.

https://www.gog.com/game/prison_architect_cleared_for_transfer
https://www.gog.com/game/prison_architect_island_bound

Арт33

post 06-Авг-21 20:44 (спустя 1 год 1 месяц)

6834 (48824) - 30.07.2021

DLC: Going Green
https://www.gog.com/game/prison_architect_going_green

DLC: Second Chances
https://www.gog.com/game/prison_architect_second_chances


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